/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef COMPOUND_SHAPES_H
#define COMPOUND_SHAPES_H

// TODO_ERIN test joints on compounds.
class CompoundShapes : public Test
{
public:
    CompoundShapes()
    {
        {
            b2BodyDef bd;
            bd.position.Set(0.0f, 0.0f);
            b2Body* body = m_world->CreateBody(&bd);

            b2EdgeShape shape;
            shape.Set(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));

            body->CreateFixture(&shape, 0.0f);
        }

        {
            b2CircleShape circle1;
            circle1.m_radius = 0.5f;
            circle1.m_p.Set(-0.5f, 0.5f);

            b2CircleShape circle2;
            circle2.m_radius = 0.5f;
            circle2.m_p.Set(0.5f, 0.5f);

            for (int i = 0; i < 10; ++i)
            {
                float32 x = RandomFloat(-0.1f, 0.1f);
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(x + 5.0f, 1.05f + 2.5f * i);
                bd.angle = RandomFloat(-b2_pi, b2_pi);
                b2Body* body = m_world->CreateBody(&bd);
                body->CreateFixture(&circle1, 2.0f);
                body->CreateFixture(&circle2, 0.0f);
            }
        }

        {
            b2PolygonShape polygon1;
            polygon1.SetAsBox(0.25f, 0.5f);

            b2PolygonShape polygon2;
            polygon2.SetAsBox(0.25f, 0.5f, b2Vec2(0.0f, -0.5f), 0.5f * b2_pi);

            for (int i = 0; i < 10; ++i)
            {
                float32 x = RandomFloat(-0.1f, 0.1f);
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(x - 5.0f, 1.05f + 2.5f * i);
                bd.angle = RandomFloat(-b2_pi, b2_pi);
                b2Body* body = m_world->CreateBody(&bd);
                body->CreateFixture(&polygon1, 2.0f);
                body->CreateFixture(&polygon2, 2.0f);
            }
        }

        {
            b2Transform xf1;
            xf1.q.Set(0.3524f * b2_pi);
            xf1.p = xf1.q.GetXAxis();

            b2Vec2 vertices[3];

            b2PolygonShape triangle1;
            vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
            vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
            vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
            triangle1.Set(vertices, 3);

            b2Transform xf2;
            xf2.q.Set(-0.3524f * b2_pi);
            xf2.p = -xf2.q.GetXAxis();

            b2PolygonShape triangle2;
            vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
            vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
            vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
            triangle2.Set(vertices, 3);

            for (int32 i = 0; i < 10; ++i)
            {
                float32 x = RandomFloat(-0.1f, 0.1f);
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(x, 2.05f + 2.5f * i);
                bd.angle = 0.0f;
                b2Body* body = m_world->CreateBody(&bd);
                body->CreateFixture(&triangle1, 2.0f);
                body->CreateFixture(&triangle2, 2.0f);
            }
        }

        {
            b2PolygonShape bottom;
            bottom.SetAsBox( 1.5f, 0.15f );

            b2PolygonShape left;
            left.SetAsBox(0.15f, 2.7f, b2Vec2(-1.45f, 2.35f), 0.2f);

            b2PolygonShape right;
            right.SetAsBox(0.15f, 2.7f, b2Vec2(1.45f, 2.35f), -0.2f);

            b2BodyDef bd;
            bd.type = b2_dynamicBody;
            bd.position.Set( 0.0f, 2.0f );
            b2Body* body = m_world->CreateBody(&bd);
            body->CreateFixture(&bottom, 4.0f);
            body->CreateFixture(&left, 4.0f);
            body->CreateFixture(&right, 4.0f);
        }
    }

    static Test* Create()
    {
        return new CompoundShapes;
    }
};

#endif
